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Destiny

Discuss all things Destiny.
1/19/2016 9:11:52 AM
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What light system did you like better?

Year 1 Light Levels

3910

Year 2 Light Levels

1736

Vote for your favorite! I'll go over the old system for those that don't know/remember. In year 1, "Light" was a separate stat found on Rare quality or better armor. Once you hit max level (20), you needed to collect gear to get your level any higher (30, 32, and 34 were the caps for each expansion). All legendary armor dropped at set light tiers. Normal legendary gear and vendor gear always dropped at a level slightly below raid gear, and raid gear always dropped at the current level cap. In HoW, all legendary gear could be instantly upgraded to max light by using "Etheric Light," which is a guranteed drop from level 34 and 35 Prison of Elders each week. Getting a legendary engram was exciting because it would decrypt into an item you could actually [i]use[/i], without RNG determining its level (unless Rahool gave you upgrade materials, which was not uncommon.) A good drop could be the difference between level 29 and level 30. You would [i]never[/i] decrypt a blue item that was outright better than the legendary you just decrypted. Item rarity actually [i]meant[/i] something. Weapons did not contribute to your level, but their damage was directly linked to their attack stat. Ghost Shells and Class Items were cosmetic items, as they should be. Artifacts did not exist. [i]I like the Year 1 system better. I would pay money to remove TTK from Destiny's history.[/i]
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  • Year Two is a THOUSAND times better. 1. Power accumulation in year two is gradual. You no longer have those massive stair-step gains in power. So in year two there is basically no difference between a light 310 and a light 320. Whereas in Year One there was a MASSIVe difference between a Level 29 and a level 30. 2. The difference between Legendaries and Rares in Year two is that Legendaries have more perks...and are INFUSABLE. So the whole issue of getting caught up in the what the "light level" of a Lengedary that drops is MISSING THE POINT. The point is looking at the gear, and its perks...and then deciding if you want to make that piece of gear a permanent addition to your arsenal. IF no----dismantle it for marks. If you yes.....just infuse it. Up. The only places where its light level will make any significant difference is in the hard raid....and you really should be using either raid weapons or exotics like Black Spindle, ToM, etc...in the hard raid. 3. In Year One you could get legendary engrams that decrypted into RARE items that had light levels that were lower than ALL legendaries. 4. Weapons did contribute to your light level. Its just that the absolute NUMBER didn't have any impact on your character's power until it was high enough to put you up to the next character level. Which is why the gains were so massive...and why your characters performance was so dependant on getting one or two critical drops...which is no longer the case. 5. Ghost shells aren class items are no longer cosmetic because WE asked for them not to be. People who wanted more "min-max" options to optimize and customize their characters PERFORMANCE asked for them to have a function. Which is now pissing off those who want to use those items to customize appearance. 6. Artifacts are pretty standard in most action-RPG. In Diablo you had rings and amulets that were simply carriers of certain bonuses and modifiers. None of these things in Year Two are "problems" unless your only goal is to get to light-level cap....320. But other than saying "I did it"...there is no REWARD for doing it. Unlike in Year One where there was this massive 25% increase in your ability to withstand and dish out damage from going from level 29 to level 30. Which in turn made every aspect of playing the game easier.

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    • I prefer year 2. It rewards the people who play rather than casuals. Nothing against casuals, but if I put more time into the game, I should be a higher level.

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    • This Y2 system sucks. Etheric light let you do the same thing back in Y1, level up all your old gear to max light. It's was easy enough to come by, but it still required work. Now, you want that 280 legendary helmet up to 320? You better pray to RN-Jesus and grind your ass off for hours. Then multiply by 10 for the rest of your gear. Then multiply by three characters. It's just absolutely ridiculous. I don't understand how anyone can be happy with this. Just a lazy way to keep players replaying recycled content longer.

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      • Etheric light had the best system. Grinding for 320's is a nightmare.

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      • Year one. It was straight forward and easy. Now there are so many little different levels. No one is the same light which is really annoying. Especially for IB and ToO

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      • 1
        As we can use a blue to upgrade a legendary it doesn't matter which is the higher light. And light isn't everything. It's a far superior system, granted it could use tweaks to things outside of the system itself, like the way drops work.

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      • Year 1 simply because Year 2 has double RNG and could leave people waiting months before they get near max light.

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      • https://instagram.com/p/BAsfdjNPTaF/

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      • The Year 2 [i]system[/i] of leveling is better. However, artifacts shouldn't exist and class items and Ghosts ought to not have Light levels attached to them.

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      • Y1 was definitely better. The only bad thing about it was how you dealt 33% less damage and took 33% more damage from enemies 1 level higher. That was a bit too much, and the only thing the current Light system is doing right

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      • You level up faster in Y1

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      • year 1 was simple. ungraded gear= max/near max light and lvl. now they compounded more RNG into it. good game bungie

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        • Year one! -blam!- rng on the weapon/defence value. It's what killed wanting level in this game for me

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        • Would say year 2 except once you hit 300 loot starts to become depressing instead of exciting because I know its not gonna be better than what I have... It kinda makes me wanna play less cuz what's the point to play for useless loot... BTW RNGesus if you are reading this I would really appreciate some hunter boots with higher light than 287...

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        • Year one. The way light levels worked was reliant on gear and once you had it that gear could get you to the maximum light level you just had to fully upgrade it. With the diversity of gear and avenues to get high end gear that can give you max level in Y2, the Y1 system would have worked better. Lets be honest how annoying is it to get raid gear WORSE than what you already have, only for it to be useless on that chracter with no avenue to make it better than to do the raid AGAIN, only to be subjected to the same RNG that gave you the shit gear in the first place. To simplify ill breifly describe Y1 and Y2 loot. Y1 [spoiler]Do the raid/pvp content to get gear(RNG on what gear you get). The gear can be upgraded through upgrade nodes on the gear costing materials. The gear can go to max level. The stats on the gear are RNG.[/spoiler] Y2 [spoiler]do content to get gear. The gear level is RNG Stats are RNG Perks are RNG The armor cannot be upgraded to max level. The armor can only be infused to the max level by destroying an ALREADY MAX LEVEL peice of gear of the same type.[/spoiler] What pisses me off the most is the last bit after all the RNG you go through to get the gear if it isnt already max level your -blam!-ed until you do get one. Where in year one you could use materials to work at upgrading the gear to max.

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        • At the end of the day, 11 months into year 1 I had 5-6 pages of friends on my roster online every night despite all of them having been max level for months. Now i have 1 full page if im lucky, even on reset night, and only 1 of them is 320. All the Destiny diehards that were still playing despite being max level last year have shelved TTK a few months in. New system is broken once you hit 300+ and certainly once you hit 315+. 1 single event to progress from (hard mode challenge in the raid) is not enough to keep people playing.

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        • Edited by Gaheris: 1/20/2016 4:45:03 AM
          Y2 light system is much much better than Y1. The game only lacks ways to achieve max level such as more frequent 320 drops or light boosts consumables. Light on class items is dumb though.

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        • Year 2 is stupid. They talk about decreasing the grind but your constantly looking for something with higher light than before. Ghost shells being the main thing.

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          • Bump

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          • 2
            Etheric light was better than infusion

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          • I think the curve is different. It is harder towards the end range (318 - 320) but easier below that to be able to make substantial increases in power, even with only one good drop. Before yes you could hit max by getting only the 4 armor items you needed, but one full raid could potentially get you nowhere. Sure, so can Kings Fall, but even with a drop in VoG or CE, you needed to also have the proper amount of materials needed to level it up. I suppose it improved with HoW, but I still think Year 2 is better. I'd rather have the grind on the backend, where the improvement is nearly non-necessary for playing end-game content, rather than on the front-end which makes it a barrier to becoming stronger and playing higher-tier activities.

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            • Year one gave players an easier time with missions, a lvl 29 had an easier time in VoG hardmode than a light 315 does in kingsfall hardmode

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              • I like the new system but progression is even more dependent on rng

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              • I'd prefer the year two version if they got rid of the pointless artefacts and made it so that capes and ghosts don't count towards light level, that's also pointless.

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              • Edited by pixelmagic: 1/19/2016 11:05:36 PM
                Year 2 up to about 300 was perfect. You could play anything and be in with a solid chance of getting something to improve you. From 300 onwards the routes you can take to improve collapse to just a few and the drops seem rare compared to previously. 300-320 is a very long road. That said, being level X and having to basically farm a single raid in the hope of getting one piece of gear isn't my idea of fun either. I prefer the level 2 system, but from 300 onwards it could do with a few changes. Why not keep the 'up to 299' system so anyone can get to 320 with regular legendaries, but give raid and trials gear much much better perks and more of them, much higher int dis and str, elemental damage on primaries, things like that. Make them sought after, allow a raid or trials 320 to stand out and be stronger than a normal 320. Would suit a much larger part of the player base. Just my two penny worth. Edit: and before anyone jumps in with the guaranteed 'you don't need to be over X light unless you do hard mode' comment. That's not the point. Everyone paid for the game, everyone should have a path to maximum level. Just because someone doesn't want to play with others should not mean they cannot become light 320 IMO.

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              • There were three different leveling systems in year one and you have not comprehensively defined any of them; perhaps you only detailed what you did... The leveling system is not the problem now. Other than for a short period before Iron Banner provided an alternative path to max level, there has always been a clearly defined path to max level that was NOT purely RNG-Based until TTK. I liked the etheric light leveling system because it afforded players the opportunity to upgrade what they liked, which made people different. The decision of what to upgrade with that first E-Light (FATEBRINGER before armor for me) and so on were a nice "twist" for us. The ability to get two etheric light in each Iron Banner afforded PVP-only and Solo players a clearly defined, but longer in time, path to max level. Adding light to the weapons and purely cosmetic items from year one also adds a level of diversity and significantly expands the chase for valuable items, which is good IMO. TTK progression is RNG-only and there is no clearly defined path for any players. I understand that there are guaranteed 320 items, but they are either a relic or an RNG-based item from a particular category. That is not the same as saying I need to do x, y, and z to be max level, which was the case for everyone with etheric light and even before with Raids(RNG) + Banner(RNG and BUY). Anyone with a 170 piece of exotic armor could go from 32 to 34 playing in only two Iron Banners and playing 100% solo if they wished; it took two months and there were faster ways of course, but currently, how many people who do everything every week since TTK came out are sitting at 318-319 and salty about RNG? RNG-only progression is the problem now IMO!

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